Okay I've done some thinking and come up with these three options - the research facility is a bit bare (as I'm fully figuring that they'll not go for it)...
Thanks for all the help - I love you guys at Enworld
Research Facility:[sblock] The facility is run by the Twelve and is situated in the Mror holds/Karrn border. This secure underground facility has three possible entrances. Mina entrance (not much of an option), the cargo entrance or the air ducts that lead to the magical facilities.
I’;m going to try to make this mission impossible styles. Perhaps hire that guy in Darguun (from Shadows of the Last War) to drive across the Talenta Plains so that the group can do a high speed raid on the facility.
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Tyrants:
I changed the assassination victim so that he's an ex-citadel agent rather than a current member. He'll have private security & it'll have a bit less fall out - but it'll be in Zil argo so they need ot be careful or else the Trust will get wind and they'll be in DEEP trouble. hehehe
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Rethan Delorio is a private inquisitive, based in Wroat. He was once a member of the Citadel but was discharged for reasons unknown. He is going to meet with the Tyrants on neutral ground – in Trolanport. There they expect him to either blackmail them further or demand that they use their resources for the crown.
Rethan’s security detail is expected to include a pair of Deneith Defenders (at all times) and probably a secondary rapid response team. Always in his possession is a black briefcase that is locked to his wrist (the Tyrants believe that this contains the info that he hopes to use against them).
Rethan is a skilled magician, spy [beguiler], his security detail are experienced mercenaries and will mostly likely include a variety of methods of protection [magical, diversions, physical protection].
The group will have to take him out at some stage in his first 2 days in the city. He will be staying at Trolanport’s Regal Hotel, in the penthouse suite.
Primary Concerns: The information that he holds.
* Rethan has collected a port-folio of Tyrant activities in Breland and Zilargo – the last thing the gang needs is for that information to find its way to the official sources.
* However he is the course of the information & you can bet he’s memorised it all. He needs to be eliminated, or failing that the information needs to be wiped from his mind.
* All other concerns are secondary.
Recommended avenues attacks:
- when he is on board his boat – Trolanport is a water city and as such most people use small boats to navigate the cities canals (think Amsterdam mixed w Vienna)
- When he first arrives in the town – the Tyrants have learnt that he will be arriving by lighting rail on [Enter date here]. The group could try to assassinate him before he arrives in A Zil city.
- In his suite at the Regal Hotel (top floor of a 15 storey building)
Other ideas are also valid – eliminating him is the key.
* There is also a portait of Rethan - he appears to be a male human, with blonde hair and green eyes.
Dm’s notes:
The Tyrants know that Rid isn’t going to join them – so they’re going to use her & her companions. The real assassin will use their attack attempt as a distraction. When the PCs are attacking Rethan’s security detail she will sneak up invisibly and then take his place & escape the assassination attempt.
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Mooneye (Lich):[sblock] Mooneye will agree to meet with Rid, she can take one person with her. They will need to bring payment of a decent magical item, no silly trinkets please.
The value of the magical item will place them in good stead with Mooneye.
What he wants: An item of value that he cannot appropriate for himself. In Sailing, southern Cyre there was a monastery of the Sovereign Host. The monastery’s hallowed land has survived the Mourning. In the monastery are two items that Mooneye wants.
The Crypt of the monastery holds the skeletal remains of Saint Jeosep, while the bell tower has a large bell made of silver and blessed by a Riedran saint, brought to Khorvaire with Lhazaar. Mooneye wants them both.
How do we get them back? Not my problem.
How will we move the bell? I’ve got an item that you can use to transport it from the monastery to the coast.
Getting back into Sharn? Mooneye’s people will meet the group down in the Cliffside docks in the night-time – the bell cannot be brought into Sharn during the day. The group will also need to box it up in a crate before it gets to Sharn.
Where is the Monastery: Once outside of the city Sailing the Monastery is now just on the outskirts, about 5 miles east of Sailing, along the cliffs. The group will need to go to Sailing, then make their way through the port town to go up the cliffs.
The Trip there: Uneventful, the danger should start to ramp up when they approach the mists. The jetties of Sailing jut out from the mists. The first part of the city is totally in the Mists (300ft deep), the group will need to rope up together to avoid getting lost in the mists.
In Sailing/on the road to the Monastery:
On the way there they should feel that they are being watched – see shadows dart around that sort of paranoia inducing stuff. Then when they are randomly going past a park they will be attacked by a chaos beast.
Later, once they are out of the town and on the road to the monastery the group will be attacked by a trio of chokers (they will each have a scarlet shuriken embossed on their body) – they will attack from a broken building that was once a gate house (?).
The Monastery:[sblock]
The Monastery is an old and sprawling complex. There is a main wall, entrance building and then an internal garden with another two buildings and the main monastery complex.
The Monastery itself is located in a manifest zone to Irdian the eternal day. Here the mournland is less apparent due to the places rooting in another plane. Natural healing works at 1vp /hour and healing spells take concentration checks (DC 25) to succeed.
The courtyard is home to a squad of temple guardians (5). Created to protect the place from invaders and keep the monastery safe from intruders they will swoop on any who do not prominently display the symbol of the Sovereign Host who enter the courtyard. They are all on the walls in amongst the various gargoyle statues (the statues vary between 2-3ft high and are sculpted in a variety of appearances).
Library: The levels of the bell tower are dedicated to a library, in the 2nd level there is a phrenic librarian (using Ghast as a basis), who was once the librarian, now twisted by the powers of the Mournland. He will talk to the PCs out of sheer boredom, but will eventually attack.
The librarian: He is thin, emaciated and seemingly powered by the interaction between the mournland & the manifest zone. He feeds off the flesh of the dead here.
The Bell: The bell is held into place quite significantly, but its nothing that cyphon and Alaric couldn’t handle. The thing will be getting it down – its bigger than the staircase (only 2tf wide) – they’ll probably have to use a pulley system to lower it down the side of the building.
The remains of Saint Jeasop: St Jeasop is entombed in the crypts, a dark, foreboding place. The area is protected by a Symbol of Pain (Good). Any non-good creature that steps into the crypts area is wracked with physical pain.
This should be spooky and the area where the saint is buried should be trapped (flame strike).
Overall Treasure: the monastery has a number of treasures – a +1 holy quarterstaff made from Mithril, a necklace of prayer beads (on the librarian) and a library full of books relating to the Sovereign Host, Cyrean history and the rise of Galifarian society. There is also a small vestibule near the crypt that has 20 flasks of holy water (these can be splashed on the entry tile to disable the symbol of good). The wine cellar has been tainted and all the wine is now pure vinegar or poison.
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The trip back to the docks: When the PCs are on their way back to the docks they will be attacked by a group of mutated Krenshaws.(mutations are just for flavour. One has stone-like skin (DR2, speed -10ft), while another has a second head (second bite in full attack). The others have patches of missing flesh/fur and one has a tongue that whips out (as per whip but 10ft range).
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So whaddya think? Too much, too hard, too easy? Or are do they sound like fun, interesting options?
Once again thanks & happy gaming